Rogue Spear Mods- DIY Reticules

First you need to open up a black background .rsb file. For this we are going to make a sniper scope. So set it to 64×64 dimensions. Ok, whatever u want to see in the sight, put a white mark there. This is an example. All the white lines will show up when the reticule is finished. You can change there color later. After u have designed a sight to your liking, save it in the data/texture folder in your RS directory. Make its name something similar to the other reticules and remember the name of your reticule.

Now find the file reticules.txt, it is in the data/kit folder. Also, it is supported in the mods folder. Open it up and add 1 to the total # of reticules. Also, add a simulation name and real name. // cancels out whatever is after it. Just put any name of your reticule there. It wont affect how it works. Keep style at “OriginalR6”. The name should be whatever you named your reticule as a simulation name at the top of this file.

Marker width is how thick the lines that show your accuracy are.

Marker length determines the length of those lines.

Center width and length should be equal to the dimensions of the black and white .rsb file you made of your reticule.

Marker color deterimes the color of the lines. In my example, my lines are green. The first 0 means no red color. The 2nd 0 means no blue color. The 220 is how much green there is. Just to give you an idea, the numbers range from 0 to 255. the higher the number means the stronger the color. You can mix any combinations to make other colors like yellow or purple, etc. This is also true for center color. Keep marker texture at “reticule.bmp” .

For center texture, type in the name of your reticule that u saved it as in the data/ texture folder. .bmp works as well as .rsb so it doesn’t matter which u type, BUT you better have saved it as a .rsb or it may not work.

Center Texture you also have to manually open up the .wpn file of the gun you wish to add the reticule to. On the bottom of the file, there will be a reticule name. Change that name to the simulation name of your reticule. Make sure it is in ” marks.

Now you need to do 1 more thing. You need to open up rommel.cxp with notepad or WordPad in your texture folder. Search for “scope” and after all the old reticules, add the .rsb file name with Material typed before it. Then tab over and type colorkey 0 0 0. Now tab over and type nosubsample End. This is the same format as the reticules above.

This is what you should follow. This should help. Making a reticule with a range finder First, make a reticule that you want to have as your reticule with the rangefinder. Make it the same way as you made any other reticule. Second, add the reticule to reticules.txt just like you did for a regular reticule. Make sure to increase the total number at the top. Now, copy the data of the binocular reticule. This is what you should copy: // Binocular Reticule “RangeFinder” // Style “binocular” // Name 200.0 // Center Width 100.0 // Center Length 255 0 0 // Center Color( red, green, blue ) 220 0 0 // Text Color( red, green, blue ) -12.0 70.0 // Text Offset “binoc_reticle.tga” // Center Texture ok, you know what almost all this stuff means. The only thing different is the text color and text off set. The text color is adjusted the same way as the center color. The text off set is where the text (#’s that tell you the range) is located. The numbers tell you where the text is located from the reticule. You can adjust that if you like. Now, paste the data after your last reticule. Then change the name to the same as you named it at the top of reticules.txt. Now change the center texture to the name of the reticule that you made earlier and saved in the texture folder. Make sure to change the .wpn file of the gun you wish to have your range finding reticule. Remember to add it to rommel.cxp Making a Transparent reticule Ok , first off, you will need adobe Photoshop 5.

Making a transparent reticule involves alpha blending, that is why you need this program. Start by making a black rectangle or square like you were going to make a regular reticule(see beginning on how to make a regular reticule). Now look at the one of the boxes on the right side if the screen. There should be one that has a “Channels” tab on it, click it. There should be 4 black squares that show up there: RGB, red, green, and blue. Now we are going to make an alpha channel. At the bottom of the box, there are 4 icons. Click the one that looks like a piece of paper being pulled back. IF your not sure it’s the right one, then hold your cursor over it. It should say Create New Channel. Now you have an alpha channel.

It also shows up in the box with RGB, red, green, and blue. Click the one under blue that says alpha 1. ok, now we can actually edit the reticule. I need to explain something first, alpha blending for reticules makes transparent sections by shading. This means that a perfect white color is totally opaque( not see through) and a perfect black color is totally transparent. Now, to make partially transparent (translucent) pieces of the reticule, you have to shade parts with gray. The darker the shade, the more transparent it will be. You can use whatever shades you want, just make sure you only use black white, and gray in your reticule drawing. Save it as a .rsb file in the texture folder with a prefix of TGA in the name of the saved file. Add it to reticules.txt just like you did to make a normal reticule, except, change the .bmp to .tga in the center texture spot.

Now open up rommel.cxp. This part is different. Type it in as you would a normal reticule, except, change the colorkey 0 0 0 to say alphablend. Here is an example: Material seal_reticule_mil-dot.tga alphablend nosubsample End The formatting is messed up, but you know what it will look like in rommel.cxp. This is much more complicated than a regular reticule.

If I didn’t explain anything thorough enough, just e-mail me. That’s It!!!!!! Your reticule should work now. Contact me if u have any problems. Sealpointman@hotmail.com You won’t know I’m there… until it’s to late.